Friday, October 20, 2023

Call of Cthulhu - Thoughts on Chases

p.132 Keeper Rulebook has a whole chapter on the rules for chases. This was wholly new for 7th edition. p.414 Keeper Rulebook has a Summary of Chase Rules. The chase rules has some nice ideas, but a fair number of people don't use it because of the improv nature of it. It's also a bit abstract.

Before 7e, most people just did an extended test, for example requiring PCs to make 3 DEX rolls to get away. This was of course also very lackluster. 

The best implementation of the new Chase Rules that I've experienced was from Heinrich D. Moore's The Great Trap. Instead of making up the chase on the fly, he made cards for each location describing the Hazards / Barriers for each location. So, instead of making it up on the fly, he thought about it earlier and designed it.

The problem comes in when you get an unexpected chase. As a GM, you expected some sort of combat as the resolution, but the PCs decide to run for it. Now, you have a chase situation and you forgot to prepare one, so now you've got to put your improv hat on and try to make an exciting chase.

Do you break out the Chase Rules? Is it worth the time and effort? Does switching to the new chase rules break immersion? Does spending a few minutes re-reading the rules kill the pace of the game? 

CoC 7e Chase Rules:

    Pros:

  • Codifies how to do chases so it's consistent between GMs.
  • Handles groups of individuals in different locations.
  • When done properly, it works great and becomes cinematic.

    Cons:

  • Chase Rules look abstract and is a different subsystem that has to be learned.
  • Rules look complicated with many steps.
  • Requires heavy lifting from GM. GM either needs to plan ahead or have great improv skills.
  • Done improperly, it just looks like dots on a sheet of paper.

What if you want just a quick and dirty resolution?

I recommend going back to the extended test, but borrowing some of the ideas from the Chase Rules.

I'd go in DEX order and ask each Player what their PC would do. If they're running for it, make them roll DEX rolls. I also ask each PC, when it's their turn, if they're sticking with the other PC or scattering. Sometimes the PCs are all running for a car; sometimes they're scattering, hoping that some of them would get away. If they're hiding, make them do Stealth rolls. If they're climbing a tree, Climb rolls. Jumping a ravine, Jump rolls. Swim across a river, Swim roll. Once they've started running, you may ask for CON rolls to see if they tire out instead of doing repeated DEX rolls. In any case, anybody who fails become targets of the Chaser. Ask all the PCs who failed their rolls what their Luck is, the Chaser goes after the PC with the lowest Luck. The unluckiest one gets attacked. If everyone made their rolls, then the Chaser still goes after the PC with the lowest Luck. The Chaser may then have to make a skill check to catch up with the unluckiest PC.

For the next round, I'd go through the PCs again asking what they're doing. Again have them roll skill checks, if they want to do the same thing again (which they might do as they might have picked their highest skill to get away), you may switch to a CON roll to see if they tire out. If the Chaser is still occupied (hasn't killed the unlucky PC yet), then the PCs get a reprieve. Otherwise, the Chaser goes after the next unlucky PC who failed their skill check. Repeat this until you've decided the PCs have gotten away (I generally go with the rule of three, 3 successes and you're out of there) or the Chaser has taken care of all the pesky kids (investigators). PCs who may have hidden or climbed a tree (stationary targets), might still get targeted, depending on their levels of success and number of successful skill checks, all at the GM's discretion. 

Fumbles will draw the attention of the Chaser.

That's my simplified Chase Rules.

Instead of making the GM do the heavy lifting, put part of the burden on the Players, they decide what their PC does. Their skill rolls determine if they get away or not. Lowest Luck determines who gets targeted by the Chaser.



Sunday, October 15, 2023

Morgan's Miskatonic Repository Convention 2023 Adventures


I felt the games were ok. My favorite was the modern Japanese scenario due to the table dynamics and the fresh setting.

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10/13 Fri, 10am-2pm (took 3 hrs)

The Causality Trap
System: CoC 7e
GM: Benjamin Wenham
4 Players: Neal T, Sam I, Lorraine A D, Morgan Hua

The Causality Trap is a short Hard SF/investigative horror scenario in which the investigators are tasked with investigating the wreck of humanities first FTL ship.

The Prometheus, humanities first manned FTL craft has failed to return from its maiden interstellar voyage to Proxima Centuri. Now, the crew of the Sisyphus (the Prometheus sister ship) have been scrambled to find out what happened to the Prometheus and its crew. [This is a playtest for a forthcoming module]

Very Hard SF. This a logic puzzle where having some familiarity with knowledge of Analog SF level of science fiction would help. Not a pew-pew type of game. This is more like Solaris or Stalker.

That said, I enjoyed the game for what it was.





10/13 Fri, 3-7pm (4 hrs)

System: CoC 7e
GM: Heinrich Moore
4 Players: Neal T, Lisa P, Samantha P, Morgan Hua

Join Keeper Heinrich Moore as he runs "The Bottle Episode," a classic-era scenario for Call of Cthulhu written by Benjamin Wenham for the Miskatonic Repository. Set in dream-shrouded Kingsport, investigators look into the sudden disappearance of lawyer and amateur historian Joshua Abbott from a seemingly locked room. Where has the missing attorney disappeared to, and what might it have to do with a near-decade old maritime disaster?

This scenario was written by the GM of my earlier game session, The Causality Trap.

I enjoyed the investigation aspects of this scenario and it was fun. Though later analysis does bring up some issues which I'll point out in the spoiler section.

Heinrich is consistently a good GM and did a great job running this.





10/14 Sat, 4-8pm (4 hrs)

System: CoC 7e
GM: Aaron Boss
4 Players: intothewild, yoSteph, ZanderGM, Morgan Hua

In the year 1877, a shocking trio of murders rocks the mining town of Heck's Peak, with locals blaming a mysterious pioneer caravan, though players may find more sinister things afoot...

Content Warnings: Alcoholism; Cannibalism; Child Endangerment; Gore; Smoking; Violence

GM had a terrible microphone and sometimes we were only able to hear about half to one third of his words. So, that was a bad experience.

I thought the scenario was marginal. Had a good table of Players, but that didn't overcome the negatives.





10/15 Sun, 11am-3pm (took 3 hrs)

Unseasonable Blooming and Minuet
System: CoC 7e
GM: Michael Reid (mjrrpg)
4 Players: Jo S, Alex S, Denice K, Morgan Hua

The investigators travel with a friend to his mountainous hometown of Hodaka City, home of the ancient Hodaka Shrine and its enshrined God of Learning. Their trip is interrupted by chilling phone call, sending them on a search for a missing person that connects modern day social media with ancient history.

Modern day Japan - Pregens provided - Beginners welcome

Fairly straight forward scenario, but I had a lot of fun. Great table of Players, great GM. My favorite of the 4 games I played in.




Monday, October 02, 2023

Morgan's BigBadCon 2023 Adventures


I had a good time except one of the games I signed up for, I got gatekeepered by the GM and was strongly asked to give up my seat. That pissed me off because I used one of my rare signups to get into that game and by the time I got kicked out of the game, all the other games I was interested in were filled up. 

BigBadCon required proof of vaccination (you flashed your card, but they didn't verify who I said I was), negative Covid test (honor system), and masks. I did appreciate that there were free KN-95 masks and free Covid test kits. I haven't caught Covid yet and don't want to. I had avoided gaming conventions for the last several years. I do know that due to a vocal few who protested conventions that required vaccinations and masks that some upcoming conventions had decided to remove all restrictions and only rely on fed, state, and local restrictions. I wore a mask most of the time (3 days in a row) except when I was drinking and eating either alone or a distance from people. Wearing a mask and playing and running games wasn't much of a problem. Now I wonder why it is such an issue. It wasn't much of a burden. I'd rather wear a mask all day vs catching Covid. BTW, a new strain of Covid was spiking in the Bay Area.

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9/29 Fri 9am-1pm (4 hrs)

Galadriel's Fellowship
System: Savage Worlds
GM: Hanju Kim
5 Players (3 of 5): David J (Dusan-buri-Ghân), Toby S (Peregrin Took), Morgan Hua (Amrothos)
Attendee/Player Age: 18+
Safety Tools: Open Door Policy
Characters: Provided

From across the free lands of Middle Earth, you have gathered to Lothlórien. There, it is said, a fellowship is being formed to resist the Dark Lord whose forces threaten the land. Lady Galadriel needs those with pure heart and gallant spirit for the task.

This game is an alternate history of Middle Earth - one where the fellowship formed at Rivendell was broken as it left the Mines of Moria. After Merry was struck by an orcish arrow while leaving, they struggled vainly to save his life and were overtaken by orcs at night. Those who survived came through wounded and grief-stricken. In sympathy, Galadriel steps up and gathers heroes from across the land.

This is an action-filled and dramatic game about a new set of characters trying to bring the One Ring into Mordor, distinct from the originals. It mixes cinematic action and soulful drama.

See the player doc here with character overviews:

Basically, it is what it is. This is the LotR alternate history edition. I think I was the least knowledgeable at the gaming table. I've only read The Hobbit and The LotR trilogy and seen the movies, including the extended editions. Toby was able to distinguish between book and movie differences and asked what was true in this world.

We were short 2 players and our group lacked in fire power, so most of the time we did a lot of fleeing and hiding. But in the end, we did drop that ring into the volcano.

Unfortunately, most of the beats were predictable, but afterwards, the GM said that the path we could take to Mordor and through Mordor depended on which PCs we picked, based on their local knowledge. Our group stuck too closely to the movies. So, we didn't get enough surprises nor new wonders.

I'm not sure running the B-Team into Mordor was the best scenario idea. I think a totally different mission would have been more interesting.




9/29 Fri 2-6pm (4 hrs)

Sorrow in Tsavo
System: Call of Cthulhu 7e
GM: Bridgett Jeffries
6 Players: Isaac C, Laura B, Matt C, Ryshili, Zack H, Morgan Hua.
Attendee/Player Age: 18+
Safety Tools: X-card, Other
Characters: Provided

Tsavo translates to "a place of slaughter." Welcome to 1898 Kenya. The British are building a railway bridge over the River Tsavo to solidify their position of trade and wealth in the region. The Investigators serve as leaders to the project. In addition to social dissonance and illness within the camp, a pair of man-eating lions known as "The Ghost" and "The Darkness" are stalking and brutally killing members of the construction crew. Gold Bestselling Scenario on the Miskatonic Repository.

Content Advisory! Slavery, torture, body horror, gore

I played Bridgett's Project P.A.W. in 2021 and had a fun time. So I wanted to try out her version of The Ghost and the Darkness and meet her in person.

Bridgett has loads of enthusiasm and is a great cheerleader for the Players. In this scenario, I thought the PCs and NPCs were well designed and the scenario serviceable. I had fun and was not disappointed. 




9/29 Fri 8pm-Midnight (4 hrs)

Green Knight: Quest for Honor
System: Green Knight
GM: Robert G. Reeve
5 Players: Alandra H, Arthur G, Brian V, Gabriel F, Morgan Hua
Attendee/Player Age: 13+
Safety Tools: X-card,Lines/Veils,Cut/Brake,Open Door Policy, Script Change
Characters: Created at the table

The official RPG of the A24 film, where occult folklore and uncanny forces become more real the farther you stray from the castle. A knight, sorcerer, hunter, bard, and noble must decide between virtue and vice, between honor and dishonor.

I had never heard of this game, so I googled it and decided I really wanted to give this a try.

One funny thing, one of the reviews complained about how in each scene, the result of choices didn't make any sense and you'd get punished for things or rewarded in a very unfair or caprice way. Others mentioned it was worth playing, but it was like a murder mystery, there's no replayability.

I've played King Arthur Pendragon, read Mallory, am versed in Fairy Tales and Fables. I figured, I had a better chance of puzzling out the given scenes. I was right.

What's interesting about the system is it's sort of a pick your own adventure, but round robins through the PCs via an initiative roll. So, if the first PC decides a course of action, the whole party is taken down that path. The action is resolved and story text is read. Then the next PC determines what to do next. So, the first PC to act completely sets the tone and thrust of the encounter.

I really enjoyed the game and it was worth staying up past my bedtime to play (and an unexpected freeway shutdown and detour on my way home that night).




9/30 Sat 9am-1pm (4 hrs)

An Amaranthine Desire
System: Call of Cthulhu 7e
GM: Morgan Hua
5 Players: Anne H, Heath B, Jason M, James T, Steven K
Attendee/Player Age: 13+
Safety Tools: Lines/Veils, Open Door Policy
Characters: Provided

It is 1895, and on the English Suffolk coast a smuggling ship approaches the shore. Assisted by locals from the nearby village of Dunwich, the crew begins unloading its cargo as a storm grows around them. Dunwich used to be a thriving port, but much of the city was claimed by the sea hundreds of years ago. Now, all that remains is a shadow of its former self. In the darkness beneath the waves, a powerful force remains, keeping a shard of the past very much alive. The investigators, as the smugglers, find themselves entering an echo of the night that sealed the fate of the city. Pre-gens provided. Warning: The setting is actually pre-1895, so do not expect this to be Cthulhu Gaslight nor Cthulhu Regency.

I had a really good investigation table and had a good time. They uncovered every clue and aspect of the mystery. They solved this pretty well using a good combination of skills.





10/1 Sun 9am-1pm (4 hrs)

The Expanse RPG Intro
System: AGE System
GM: OnlyPlayWizards, John Bultena
5 Players: Eric D, Jason T, Peter P, Tezra R, Morgan Hua
Attendee/Player Age: 18+
Safety Tools: X-card, Lines/Veils
Characters: Provided

Based on the sci-fi novel series by James S.A. Corey, The Expanse is an extrapolation of humanity's progress towards the stars with a hard science twist. The Expanse Roleplaying Game utilizes Green Ronin Publishing's Adventure Game Engine (AGE) utilizing just 3D6.

This game will introduce players to the AGE system and the political intrigue as Earth, Mars, and the Belt strive to carve a place out in the Solar System and beyond. No experience necessary!

Shannon played in The Expanse in 2018 and told me he had a horrible time and had issues with the system. I love the TV series and because of that, I read all the books. I was actually able to get a ding-n-dent copy of the game for only $10, but haven't read it nor played it, so I was excited to try this out and see if it was as bad as Shannon said.

Well, I actually had a great time.

The GM has actual plays with guest stars from the actual TV series. But instead of reprising their TV characters, he wanted them to pick any character they wanted to play instead. His YouTube channel is here.

Years ago, Shannon ran Dragon Age for us which was the first AGE system. The Stunt die and lists of stunts were interesting at first because there were Social stunts in addition to combat stunts, but then we found out they were pretty limited and you generally use the same stunts over and over again. And when we reached 5th level, we got too powerful for the written scenarios and we easily defeated every encounter. At that point we put the game away.

For The Expanse, there were several pages of Stunts, but I saw the same issues. There's only a few Stunts per tier. The GM told us, he can take care of the Stunts for us. He basically interpreted and picked the Stunts for us and this sped up die rolls immensely and kept the flow of the game at a good pace. I think if we had to pause, ask the GM about each Stunt, and pick multiple things from the Stunt table, it would have killed the flow.

The Expanse has a Churn Tracker. It's reminiscent of 7th Sea's Death Spiral, except it's for the whole party. Each scene increments the tracker and every Fortune spend increments the tracker. At various points, a GM intrusion/twist happens. So, this Churn Tracker serves the same purpose as Mödipius's Momentum and Doom in their 2d20 system.

I mentioned Shannon's experience years ago and the GM said that he was told of bad experiences by other Players during an earlier game at BigBadCon. He did say that he doesn't really run The Expanse RAW (Rules As Written) and that AGE shouldn't be run RAW.

The scenario was from the core book. The GM had 9 pregens, a variety of Earthers, Martians, and Belters.

My verdict? The Expanse works fine, but you need an experienced GM.




10/1 2-6pm (4 hrs)

An Amaranthine Desire
System: Call of Cthulhu 7e
GM: Morgan Hua
5 Players: Chelsea, Ennio, Grace N, Matt C, Rachael G
Attendee/Player Age: 13+
Safety Tools: Lines/Veils, Open Door Policy
Characters: Provided

It is 1895, and on the English Suffolk coast a smuggling ship approaches the shore. Assisted by locals from the nearby village of Dunwich, the crew begins unloading its cargo as a storm grows around them. Dunwich used to be a thriving port, but much of the city was claimed by the sea hundreds of years ago. Now, all that remains is a shadow of its former self. In the darkness beneath the waves, a powerful force remains, keeping a shard of the past very much alive. The investigators, as the smugglers, find themselves entering an echo of the night that sealed the fate of the city. Pre-gens provided. Warning: The setting is actually pre-1895, so do not expect this to be Cthulhu Gaslight nor Cthulhu Regency.

I had a great group of role players, but a number were new to CoC. This group took longer to figure out the mystery, but brought up a lot of surprises for me and due to the roleplaying and banter, a humongous amount of fun. 





Sunday, July 09, 2023

Morgan's A Weekend With Good Friends Con July 2023 Excellent Adventures

Every game I was in was very fun. The scenarios may not have been the most complicated, but the GMs and the Players made the games great.

There are also 10 panels which look very interesting and when I have time, I'll listen to them. They're all available here: https://www.youtube.com/@AWeekendWithGoodFriends/streams

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7/6 Thurs 5:30-9:30pm.

Rich Food
System: Call of Cthulhu
GM: James - inquist_games
Players: Morgan Hua (Dr. O'Grady), LakshnessMonster (Garcia - Student), Steven W - relnec (Dominguez - Gang Member), Lauren - geolaur (Helen Bloom - Homeless Drug Addict).

For 2-4 players, ages 18 and older. This game is beginner friendly.
Pre-generated characters will be provided.

It is a cold and rainy December in San Diego, California. The investigators are volunteers at the St. Germain’s homeless shelter. The shelter is at maximum occupancy and the doors have closed for the night when there is frantic banging at the front entrance. Three regular guests have finally arrived, only they are missing extremities and have chunks of flesh bitten off. They tell a tale of cannibalism and corruption in society’s elite. The investigators must unravel a dark conspiracy and face the price of greed. Pre-gens will be provided. VTT: Roll20

Content Warnings: Cannibalism, gore, and possible temporary loss of player agency. There are no instances where an investigator may unknowingly eat human flesh. Additionally, there are themes of homelessness, drug addiction, homophobia, assault, and police brutality with some NPCs and Pre-gen backgrounds.
Additional Safety Tools: Pregame discussion, X-Card

I enjoyed this scenario. It was quite creepy and the investigation was very interesting.




7/7 Friday 5:30-9:30pm.

The Diner
System: Horror the RPG (powered by Year Zero Engine)
GM: DontStopMeNow
Players: Morgan Hua (Bill - Head Chef), NoobishIndianGirl (Shelia - New Waitress), WishMoon (Mike - Diner Owner), Steve W - relnec (Det Hank - Retiring Detective), James - inquist_games (Brenda - Senior Waitress).

For 4-5 players, ages 18 and older. This game is beginner friendly.
Pre-generated characters will be provided. Please contact GM after player assignments are announced. 

Horror the Roleplay Game is a new ttrpg utilizing the Year Zero Engine. For this game we will be playing through one of the scenarios in The Dinner - a collection of scenarios for Horror. Introducing "The Diner Horror RPG Scenario Book," straight out of the twisted realms of the 1980s! Get ready for a heart-pounding, spine-tingling adventure that will keep you on the edge of your seat! "The Diner Horror RPG Scenario Book" has been meticulously designed for cinematic play, perfect for those one-shot gaming sessions. With pre-generated characters at your fingertips, you and your friends can dive right into the action, learning and playing the scenarios in one thrilling sitting. Immerse yourself in the sights and sounds of the 1980s horror scene, as VHS-style aesthetics come to life in every chilling detail. Dust off your Walkman and get ready for a nostalgic journey filled with retro charm and adrenaline pumping excitement.

Content Warnings: Diner meatloaf, horrible puns, maybe spiders, also maybe slime, and maybe a vampire, diner waitresses name Sheila and Brenda
Additional Safety Tools: Pregame discussion, X-Card

The system was basically Alien RPG, but in a present day setting.

The scenario was pretty simple, but it was the Player interactions that made this a fun game. Loads of great roleplaying.




7/8 Saturday 8am-noon

Le Dossier Mönch
System: Call of Cthulhu
GM: Joseph - SpoJino
Players: Morgan Hua (Said Kouzham - Lawyer and Moroccan Nationalist), Andy R - RandomAnswer (Sergeant Henry Evans - British Expeditionary Force), misty_lady (Yelena Volkov - Archivist and Egyptologist), princejvstin (Voira da Veiga - Aristocrat and Refugee Advocate).

For 3-4 players, ages 18 and older. This game is beginner friendly.
Pre-generated characters will be provided. Please contact GM after player assignments are announced.

Morocco, 1939: After France declared war on Nazi Germany, the French Protectorate in Morocco seized all German assets in the territory. This seizure included the French military police (the Gendarmes) taking control of the Mönch Textile Factory in Casablanca. While doing so, they discovered a cache of documents that left them befuddled. A contact in the French Foreign Legion has reached out to you for help with some clandestine digging into this factory and the cache of documents currently in local, civilian police possession. Nazi Content: This scenario includes fictionalized images and handouts with Nazi and Nazi-like symbols. Nazis are unambiguous antagonists in this scenario and will not be portrayed as anything other than working against the interests of the investigators. This scenario is a modified version of a chapter from the upcoming Sons of Singularity “The Blessed and the Blasphemous” campaign. Scenario written by Patrick Chandler.

Content Warnings: Body horror, medical horror, gore, brutality, Nazis (including Nazi imagery).
Additional Safety Tools: X-Card

This game felt more like Pulp Cthulhu than purist. But I had a lot of fun anyway.




7/8 Saturday 1-5pm

Viral
System: Call of Cthulhu
GM: Jeff - SeattleEgg
Players: Morgan Hua (Enoch Eakins - cameraman), Chelsea - PixelWhip266 (Corina Trench - co-host), Laura - lsnow11 (Ku Hyeon - tech/skeptic), Hilmar - hilmar_firestarter (Marco Proudfoot - host).

For 3-4 players, ages 16 and older. This game is beginner friendly.
Pre-generated characters will be provided. Please contact GM after player assignments are announced.

You take the role of ghost hunters with a hit YouTube channel - you call yourselves the Spektral Krew! You are headed to an island off the coast of Sicily to explore its very dark past. The only public information is a pixelated satellite map and a pile of redacted documents, but a little digging on the Dark Web has revealed something far more sinister. What better way to make your final push for one million subscribers than to stream the investigation live from the island! This is scenario written by Alex Guillotte and Bud Baird, published 2022.

Content Warnings: Nosophobia, Body Horror.
Additional Safety Tools: Pre-game discussion

I heard many great things about Viral and was very excited about trying it out.

This game was very creepy and fun. I would have loved to play this game for over a longer period of time, maybe 8 hours instead of the 4 we did. Wonderful group of Players. I feel guilty in that I think my character, Corina, and Marco took up most of the screen time with amazing roleplaying. I felt Hyeon was slightly odd man out. If I played Hyeon, I would have demanded more screen time as the resident skeptic.

After playing in this, I highly recommend the scenario.


Saturday, June 17, 2023

My Rant on RPG Books and Reviewers

A fraction of my RPG books

I have hundreds, if not a thousand RPG books. I've played numerous systems and games. So, when a new game or system is published, I like to read reviews about the game or try the game out before buying it. So, reviews are a great resource. I've been burned a few times where I bought a Kickstarter and found out the game was a clunker or that the game was rushed into production and not enough thought was put into streamlining the book or a through enough editing was done.

Yes, I'm used to errata. Before the internet, game publishers were more careful about making mistakes and corrected them in newer printings. I fear, the trend these days is to push things quick to market and correct the PDF afterwards. But if you got the first print edition, you get screwed. For example Alien RPG, the first printing, Pilots don't have the Piloting skill.

My pet peeves for RPG books:

1. Not using a professional editor/proof reader. Using MSWord autocorrect and Google Translate doesn't cut it. One KS delivered a badly translated RPG. The game was supposed to be decades old and very popular in Sweden. They had an early release PDF to allow us feedback. I'm a native US English speaker and have a college degree. I sent feedback and a number of my suggestions were rejected. The response from the company? We have a friend who's a Swedish expat in the US who speaks English, we rely on that person's judgement for the final decisions. OMG. I sold my copy of Trudvang. Great art, lousy system.

And if you don't use a professional proof reader, then pre-release the PDF, so your fans can give you feedback. Arc Dream at first didn't do this for their The Conspiracy KS. I mentioned this and they happily sent out pre-release PDFs to backers. I noticed that one of the fonts that mimicked an old typewriter was too hard to read. It was atmospheric, but led to sometimes hard to read names. I sent back examples for them to look over such as J-2 vs U-2. When I got the final release PDF, I noticed that they fixed it. Can you imagine if they didn't? As an aside, Arc Dream does a great job proofreading. Minimal typos if any in their products.

2. Important Rules in the Sidebar. Sidebars are for examples and flavor text. When GMs read the core book, we read the main text and look at the sidebars later. Sidebars do not Highlight Rules, sidebars say, "Ignore me until later when you have time to read me."

3. Inconsistent phrasing. Not having a System/World Bible, so you use different names for the same thing throughout your core book. Then indexing the wrong words, so you can't even find the rule you're looking for. I'm looking at you Alien RPG. You can't find Air Supply in the index. You need to look up Consumables. And good luck on finding how Stun weapons work. It's under the detailed description of the G2 Electroshock Grenade p.125.

4. Rules in the wrong place or missing rules. See #2 & #3 above. I'm looking at you The One Ring 2e. If you buy the Starter Set, you can't play the game. Good luck on figuring out what Attribute Level is for monsters. It's not in the rules provided with the Starter Set. You need the core book p.143. The rules in the Starter Set are all Player facing rules, so all the GM rules are missing and there's no GM rule booklet in the Starter Set.

5. Renaming standard RPG terms to be cute. I prefer GM (Game Master). But there's DM (Dungeon Master), Master of Ceremonies, Keeper of Arcane Lore, Storyteller, Narrator, Director, Facilitator, etc. These are all cute and I can figure this out. But then they start renaming NPC to GMPC, etc. Hit Points to Conditions, Health, Stamina, etc. I bought Invisible Sun and I still haven't been able to read past the first book because you need to translate from Invisible Sun speak to RPG speak. It's a giant barrier to understanding the game and playing it. The excuse for renaming common terms is to be "immersive." It's so immersive, I couldn't get into it like trying to climb into a bathtub full of mercury.

6. Bad rule book organization. Making it hard to find rules when running the game. The core books are written to be easily read, but then information is spread out to various sections. The publishers don't want to duplicate info, to save page count, but when info is spread out everywhere, it's impossible to use the core book as a reference book. Mödiphius 2d20 games such as Dune and Achtung! Cthulhu were painful to use at the table. GM pauses the game in what seems like an eternity, trying to look up a rule because misapplication could probably kill a PC. And this happens multiple times during a gaming session.

RPG Game Reviews

One of my friends did a podcast. They decided to talk about Vampire RPG. During the podcast they admitted they've never played the game. WTF? How can you be opinionated about something you've never even tried? Let alone talk a whole hour about it? I've played and run Vampire before and found their comments uninformed.

Book reviewers review a book after they've read it. That is the experience of the book. But RPG books are a different animal. You need to read it and either run the game or play it to experience it. So, I have problems with RPG reviewers who just read the book and don't play it. It's like a movie reviewer who just reads the movie script. Or a book reviewer who only reads the blurb.

I understand some people make a living reviewing RPG books, so they don't have the time to run/play every publication and the output volume of their reviews is their focus. And reading massive amounts of RPG books does increase your ability to make an informed decision. But that doesn't replace cracking open the book and trying to use it in a game.

I've read mediocre reviews of a game I've played in that was very, very fun. I've also read a glowing review of a RPG, but when I looked at Reddit posts about people who tried to play the game, they found it was horrible. It read well, but played terrible. So, I now read reviews with a grain of salt and also consult other online sources, especially comments from people who actually played the game.

I also don't want spoilers for scenarios, but I want to have enough information to decide if that scenario or campaign is right for my gaming group.

So, when I do review a game or scenario, I don't do it until I've been able to play or run it myself. When I've only played it*, I would still want to read the scenario, to differentiate what is in the scenario vs any GM invented material. What's worse than saying, "Hey, that's a great scenario, I'd like to run it," and then finding out your GM invented half of the material or merged multiple scenarios to make the game that you played, so the scenario you're recommending has nothing to do with what's published.


*I want to differentiate my review of a published scenario vs my convention reports about the games I've played in. My reviews are informed opinions about a published scenario I've run, or played in and have read afterwards. A convention report is more about the experience I had. I generally do not go and read the convention scenario I've played in, unless I enjoyed it so much that I plan on running it myself.


My blog post on various CoC campaigns and scenario books: https://morganhua.blogspot.com/2021/11/cthulhu-campaigns-run-times-and-thoughts.html

Thursday, June 01, 2023

Vaesen: Nordic Horror Roleplaying - Review



The first time I heard about Vaesen was from the TV Series Grimm. There's been a series of Monster of the Week TV shows such as Kolchak: The Night Stalker, Supernatural, and The X-Files. I'm a big fan of these shows and Hammer Horror films. So for me, this is a great combination like peanut butter and chocolate.

Free League has been consistenty amazing at releasing beautiful RPG books. Vaesen are supernatural creatures invisible to normal people except for people with the Second Sight. The setting is mid-1800s Sweden with industrialization changing the world, creating a clash between urban/rural, rich/poor, industrialization/nature, locals/immigrants, seen/unseen, science/magic, upper class/lower class, church/old ways.

The conceit behind this game is that the PCs are Thursday's Children, people traumatized by a supernatural event which enabled them to see Vaesen. They belong to The Society, a group that is dedicated to investigating and solving disturbances with Vaesen. PCs also have a Dark Secret that will resurface during play.

The system is a d6 dice pool, counting successes (a 6 is a success). Most tasks only require one success. There are only 4 Attributes (Physique, Precision, Logic, Empathy) and 12 Skills (3 skills under each Attribute). The dice pool rolled is the Attribute + Skill. Various items and talents add extra dice. PCs can take 4 physical and 4 mental Conditions, but the 4th condition always Breaks the PC (either crippling the PC physically or mentally). If the PC survives the Injury, they can get some penalties or in some rare cases additional Insight just as how they got their second sight.

There was a big buzz about the game and I wanted to learn more about it. The first few times I played this game, I wasn't quite sure about it. First, I thought the system was ok, but not that exciting. Second, I thought it was almost impossible to kill a PC, so a game without threat takes away the excitement of danger. Third, I wondered whether a long series of Monster of the Week would get boring.

I wanted to get more Vaesen under my belt, so I played 5 games of Vaesen at VaesenCon. I saw enough variety from different GMs and scenarios that it assuaged my fears. I actually bought a HC of the book and read almost all of it. I skipped the monster section, so I could still play games without having spoilers ruin them.

Reservation 1: The System. It's fine, but one thing that works really well is if you want to Push a roll, you take a Condition. That's a big deal. You only have 4 physical and 4 mental HPs. Also each Condition reduces your dice pool for related tasks on a 1-for-1 basis. It makes Pushing and taking Conditions a major risk factor. This raises the tension level during play.

Reservation 2: Hard to Kill PCs. Some monsters can cause 2 or 3 damage and it can go up if it rolls multiple successes. This can Break a PC in one hit. If the PCs lose the fight or abandon the Broken PC, that PC is basically dead. Seeing a Vaesen can cause 2 Fear, that's 1/2 of your mental conditions. So, Vaesen can be a very deadly.

Reservation 3: Lack of Variety. There are 21 Vaesen in the core book. There are more in published supplements and fan based supplements. Also the Vaesen are based on Folk and Fairy Tales. I bought a copy of Swedish Folk Tales for inspiration. And for people who memorize Monster Manuals, the GM can make up anything they want to switch things up. Most Vaesen are almost impossible to kill without knowing their secret weakness. I'm also using the Society's HQ, a rundown castle full of cobwebs and mysteries, which the PCs need to cleanup, upgrade, and explore. I'm also tying in various character's Dark Secrets and fallout from their actions when they solve a mystery. In my Upsala, I've highlighted the social pressures from the various social classes in the city.

Why is the basis of the game Monster of the Week?

Well, one of the ways of getting an Experience Point (XP) is meeting a new Vaesen, so that's designed into the game. Another is confronting a Vaesen. Each PC gains XP at the end of each session. Every 5 XP allows the PC to bump up a Skill or add a Talent.

Another basis of the game is developing your HQ. The Society (as a whole) gains Development Points (DP) by learning about Vaesen. DPs are spent upgrading the HQ which gives benefits to all the PCs. DPs are gained at the end of each scenario. But fixing things and opening up sealed rooms and areas of the HQ comes with its own danger and more opportunity for adventure. The problem is when you play random one-shots, you never see this aspect of the game.

I've decided that I wanted to make developing the HQ and exploring Upsala as roleplaying opportunities. To make the game environment richer vs just Monster of the Week. Dark Secrets also allows the GM to personalize the various horrors that show up, making it very personal. I've run multiple sessions so far and I'm really enjoying bringing in reoccurring NPCs and city locations.

I also have a deep love of folklore from various cultures, so I plan in using this knowledge in my games.

Overall, Vaesen is turning out to be a really good game. No wonder it's doing so well in the market place.




Most of my sessions are 3 hours long. Different groups take different times, but my run times are here for comparison purposes.

I hide spoiler sections with JavaScript. If you have JavaScript turned off, you can skip the spoiler sections I have marked.

The scenario in the core book:

The Dance of Dreams
Location: A roadside inn, 3.5 hrs south of Upsala, Sweden
Pages: 16
Run Time: 1 session
Hook: Olaus Klint, a stranger, requests the PCs meet him at the Witch Cat Inn where a Shadow Theater play will be held.




Reviews and Notes:
Seasons of Mystery (4 scenarios)
Mythic Britain & Ireland (setting & 3 scenarios)



Q: Equipment rules seem confusing. p.88 Equipment in the Headquarters. It states that you keep the equipment you started with plus one newly acquired item or weapon. Does this mean you keep only 1 extra item or 1 from each completed adventure?

A: One extra item apart from your starting equipment. Period.

This is to prevent the PCs from becoming pack rats. This is for equipment that gives any type of bonus. Normal items that give no bonuses can be carried. You don't want the PCs to have a giant inventory with multiple bonuses for everything.

At the start of each adventure, the PC would have their starting equipment + 1 item they got from a previous adventure. In the Preparatory stage (p.73 Preparatory Equipment), they can then spend resources to buy other equipment that gives pluses. During the adventure (p.73 Shopping During the Mystery), they can also buy equipment. At the end of the adventure, the PCs would keep their starting equipment + 1 item (from any equipment that wasn't used up). If the PCs had upgraded their castle, they can keep more equipment based on the upgrade specifics (p.89 Armory, p.90 Weapons Corridor, p.91 Cellar Vault). As a GM, I'd let them permanently replace starting equipment with something they would rather carry instead. The replaced items are lost.

I'm tempted to explain the missing items as either being borrowed by other Society members, ghostly thievery, or just being used up between adventures. You can turn the quest for the missing items into an adventure.



Q (C): How do you play The Sight in your games? While I love the idea and its potential for generating exciting play, I'm confused about how to make it work in game.

If I understand it right, The Sight allows the PCs to 'see' Vaesen others can't see - as the book says, 'you have the ability to see vaesen – even when they are trying to remain invisible.' But reading the excellent descriptions of each vaesen in the book, there are very few that seem invisible by default. So what difference does The Sight actually make?

A (MH): I assume they're all invisible or have a glamour that makes them look like normal people or normal things (trees, rocks, a bird, a cat, a deer, etc.). Only people with The Sight can see their real form (even when invisible) or when the creature wants to be seen. Some people might catch a glimpse of their real form from the corner of their eye or during trauma or in dreams. Those are my thoughts on this.

Most if not all Vaesen have Enchantment which includes invisibility (Distort Vision, p.118 core book).



Q (CD): I really don’t like “Monster of the Week” type games where the monsters are invariably the characters’ enemies, and the adventures are resolved by combat with the monsters. So, in Vaesen, is it necessarily the case that the Vaesen are the characters’ opponents? Or rather, do the characters sometimes help the Vaesen? And where there is conflict, is this ever resolved by negotiation rather than fighting?

A (MH): In the core book, it tells you it's almost impossible to kill a Vaesen. In some cases, you must some how figure out the secret, secret method. That said, if you go toe to toe against one, a lot of your PCs will get broken. And there's a chance of a TPK.

I do think a number of the published scenarios do veer away from the above philosophy or at least forget to reiterate this and lack guidance for the GM. So, the default of kill the Vaesen is what happens. Even the scenario in the core book is a vanquish the Vaesen scenario. I wonder if it would have been better if the core book scenario was different and required some sort of deal making solution instead. Then that would illustrate the philosophy of the game better.

I've played in a variety of Vaesen games at online conventions run by various GMs and a fair number of them are kill the Vaesen (monster of the week). Very few are let's make a deal.

Q (CD): Thank you, that provides a different perspective to a lot of the answers here, and I’m really grateful for it. How difficult do you think it would be to alter the adventures so that a different (non-violent) resolution was possible?

A (MH): I'd start off with a scenario that doesn't require vanquishing the Vaesen to set the tone for the whole series you're running. The issue with the core book scenario, The Dance of Dreams, is that it's a vanquishing scenario and there's no way around it.

I would mix in Vaesen banishing/killing scenarios with others, but I'd start with a few non-vanquishing scenarios first, to help set the mindset of the Players in your gaming group.

For how to alter the adventures, the problem is when the PCs figure out which Vaesen it is, they're given the "cheap" ritual to banish it. So, they think that's the only solution. Maybe make it harder for them to identify the Vaesen, so they'll need to get eyes on it or talk to it to differentiate it from the whole hosts of what it can be, so they must talk to it. Don't let them do a Learning roll until they know "enough," which is up to the discretion of the GM. When roleplaying a Vaesen, think about what it wants and why it's unhappy and what would be satisfactory to it. Some Vaesen are not reasonable, some are vengeful for the wrong that was done to them. A number may require punitive damages in addition to compensatory redress before they back off.

Some Vaesen are powerful and they know it and are unreasonable. In one scenario, my PCs asked a powerful Vaesen to remove a curse (from a different Vaesen) from one of the PCs. The PCs were willing to do a one-for-one trade to remove the curse. My Vaesen required a three-for-one and didn't budge. Eventually, the PCs gave the Vaesen three NPCs (to be entranced as its slaves) to remove the curse from one PC.



Q (MH): I find that having the PCs do a Learning test to uncover which Vaesen it is and to figure out the required Ritual seems anti-climatic and too easy. Is there a better way to do this?

A (MH): My experienced investigators try to narrow down what possible Vaesen fit the mystery even before they leave Upsala by looking through The Society's library. After a successful Learning test, I hand out a list of known Vaesen that fit the known parameters. So, instead of giving the exact Vaesen, I give a list of possibilities.

Some GMs hand out the Vaesen Custom Card Deck and let the Players flip through the cards, or hand out a subset of the cards. The only issue is that this isn't an exhaustive list of Vaesen and if the Vaesen is new or unique, you won't have a card for it. Some people hand out the Johan Egerkrans art book. But you run into the same problem if it's not in the book. Though, I would say that the cards and the book are the Vaesen that The Society has documented, so if it's totally new, then they might have to do research locally to uncover what exactly the Vaesen is and the required Ritual.

Once the PCs narrow down the Vaesen to the most likely suspect, I tell them the Ritual associated with it. I just tell them, "When you had looked up the possible Vaesen earlier in the library, you remember (or had written down) the specific Ritual for this Vaesen. It was ..."